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  1. Ok, before i tackle this beast i'de like to first know what would work best for it. I drew up a simple sketch here- http://208.49.149.118/TheDarkMod/Art-Conce...s/ropearrow.jpg but it has a problem in that the rope would knock into the bow as it's being fired. It was suggested that the rope is loosly attached on a ring, and is pulled from a coil as it's fired (i'm doing something similar in the movie) but this would not work very well for gameplay. One aspect i would like to keep for the final version above all else is the nooks in the head, these would help embed it into the wood better. It would also help for an easy subtle recognition of what arrow is 'loaded'. Thoughts, ideas, comments?
  2. well the mansions were definitely victorian in T2, but I think The City looked more like http://208.49.149.118/TheDarkMod/Art-Conce...ty_concept1.jpg the buildings were pretty high - T3 looked more like a village to me, not like a crowded city.
  3. I think it's not 100% big enough, but kfmccall is certainly able to use this for inspiration and extend it a bit - please with a such a hall ! did someone mention ROPEARROWS ? http://208.49.149.118/TheDarkMod/Art-Conce...s/big_hall1.jpg
  4. not sure what it is - maybe a library ? unfortunately it turns out pretty bad - looks much better in the book http://208.49.149.118/TheDarkMod/Art-Conce...ngs/stairs2.jpg
  5. I think this stairway will be a pretty good inspiration as well: http://208.49.149.118/TheDarkMod/Art-Conce...s/stairway1.jpg
  6. What is The Dark Mod? We are primarily a group of Thief fans, disappointed there was going to be no editor for Thief: Deadly Shadows. Seeing Doom 3, we all thought it would be an excellent engine to create a Thief Style experience. To be a part of the team, you need to have some familiarity with the Thief games. Although a Thief 3 editor is a possibility now we will continue our work as we feel the D3 engine gives us even more freedom to create a Thief Style. What do I do to join? We're a fan project, so you won't recieve any sort of money for work you do on this project. We do this for love of the game, and to add to our own portfolios. Dedication and a willingness to learn is very important. You must also be able to accept constructive criticism from team members. To apply, first sign up as a member of our forum and then send an email to: recruiting@thedarkmod.com Please include some samples of your work in the email and also a brief description of the skills you are willing to lend to The Dark Mod. Please ensure the work you include is representative of your capabilities. After I have reviewed your application, I will get back to you as quickly as possible. We are currently interested in the following skills: Model Skinners - We have many objects that need to be textured. Animation - We have a lot of character models that need to be animated Coding - AI or Physics Skills a huge plus. Mapping - Familiarity with Doom 3 level editor and Thief series history. Modeling - Characters, Objects Sound - Ambience, sound effects. **Please Note** Vocal Sets are being handled in house. No vocal set submissions please. - New Horizon
  7. Ok here you are http://208.49.149.118/TheDarkMod/Textures/Texture_Overview/ don't wonder about some textures - I put some into another theme, for example the windows, cauze I think they fit better to the City-Theme. (of course they can be used for mansions as well). I'll change that later in the material-files and on CVS..... seems that I'm the texture manager now PS: I put a questionmark behind the mansion_door02, cauze I'm not sure if we should keep this texture. looks rather crappy IMHO
  8. I picked the factory setting as my starting point. I've spent some time shuffling through some not-so-recent sample CDs and synthesized some noises myself. The whole lot is going up to /TheDarkMod/audio/unfinished/mrdischarged/factory/ Some machinery hits, a couple machine/engine ambient loops and some other effects.
  9. I could try to texture the bed. plze upload it as .obj that's easier to import for me. place it into the TheDarkMod/models/props/furniture/beds folder edit: but first you should reduce the triangle-count - there's a lot, that could be done with a normalmap
  10. Ok, here is a mock-up of my new menu proposal. I didn't have much to work with to animate this, so bear with me. When the menu loads, we will see a warm, inviting mansion room. A crackling fireplace creates flickering shadows. Through a window we can see the roof-tops of the city. The camera zooms in slowly, until the window fills the left side of the screen. The title and menu options are visible from the beginning (couldn't add them to the video). When the zoom finally stops it will look like the still shot below. Through the window we can see clouds moving across the sky, window lights blinking on and off, and smoke from great factories belching forth into the sky. When the player clicks a menu option, a black, shadowy silouhette passes suddenly across the screen (turning it briefly black). Once the shadow passes, the new menu text (the option screen, for example) is now visible. All the while, our intro music plays, perhaps with the sounds of the fireplace in the background. Obviously this is a mock-up. The real thing would need a bigger window, probably without glass (or very clear glass). The animation is on the ftp site at: TheDarkMod/Files/Darkmod_Intro.mov (I don't know how to link directly to it)
  11. BlackThief

    Plate

    ok, the textures are on the ftp (/TheDarkMod/models/props/loot/plate_g/) I'll wait till there is a tutorial, how to prepare a blender object to import it in D3 and upload the model then. currently all my models aren't rendered properly in d3.
  12. Books are ingame (Sparhawk's screenshot) http://208.49.149.118/TheDarkMod/screenshots/Books.jpg
  13. this can be easily done with bumpmaps - no need to spend polys on that both are on the ftp now: /TheDarkMod/models/props/readable/ book_red1 book_t1 BTW would be nice if you guys could join IRC.
  14. Hey I know where you can get that DDS photoshop plugin!! From nVidia's website, but since I can't be bothered to dig out the link, I uploaded the file to the FTP! ftp://208.49.149.126/TheDarkMod/Files/NVI...6.0827.1800.exe
  15. texture test of a wall ingame: http://208.49.149.118/TheDarkMod/screenshots/wall_test1.jpg Renz - shall I create another texture category on the ftp ? perhaps 'Core' ?
  16. i uploaded a small ambient sample, maybe for some kind of mission involving the undead, or a creepy mansion. Link: http://208.49.149.118/thedarkmod/sounds/li...est1haunted.mp3 note that these are just some practice tracks for you all, nothing is final peace LB
  17. I put two of your sounds in the test animation I did before, (i hope you don't mind) they work out great, though the bowpull seems a little off. It sounds like it's from a staged bow, not a straight pull and shoot one like our thief appears to have. Either way, good work. EDIT: Here's the clip http://208.49.149.118/TheDarkMod/miscellen...test2(divx).avi
  18. lol, okay...everything should be in order now. Grab it and enjoy. http://208.49.149.118/TheDarkMod/maps/
  19. You can either select a different sized grid by going to the grid menu at the top of the screen or hitting 1-7 (or shift + 2,3,& 4 for the really small scales). Because of the funky scale Doom 3 uses you'll find yourself working on grid sizes 2 & 4 the most once you get used to the editor. Edit: Grab the map here: http://208.49.149.118/TheDarkMod/maps/ The updated speculars and the accompanying material file are all packed in. Edit 2: Damnit, just realised I forgot something..hold off on getting it for a sec.
  20. Test http://208.49.149.118/TheDarkMod/textures/...pack_3_Beta.rar Okay, that works.
  21. Here is a screenshot of an angel painting which might be fit for our mod. If have uploaded 13 other images as well http://208.49.149.118/TheDarkMod/Art-Conce...ings/Painkiller so you might take a look at it. Some architecture. statues and some paintings. Mayebe you find it usefull. I noticed that they are rather big, so I will try to cut them down. I must look which tools I can use for this, as I'm not well prepared for graphics processing.
  22. here's the first castle wall texture: http://208.49.149.118/TheDarkMod/Textures/cas-wall1.jpg I know 1024x1024 is a little bit too big for the texture - the optimal size would be around 800x800 so you've to scale it down a bit in the editor... I'll try to make good normalmap for it.
  23. another texture from the castle - and I've to say, that I really love this door I was walking into the castle and suddenly I saw this door. My first thought was something "Damn this door really rocks, this fits perfectly into the thiefworld" http://208.49.149.118/TheDarkMod/Textures/massive-door.jpg I hope you guys like it, as I do edit: the knocker should be a seperate object ingame, or added to the door model.
  24. I'm back from my trip to the castle with a bunch of photos. The 1st texture is already on the ftp: http://208.49.149.118/TheDarkMod/Textures/door2.jpg @renz I don't think we should downsize the textures, just that they fit easier. IMO there won't be any problems with huge high-res textures, cauze 1. our mod will take some time and people will have even better hardware than today 2. HD space also shouldn't be a problem - today almost everybody has more than 100gb HD.
  25. another texture - this time a (IMHO) medieval door: http://208.49.149.118/TheDarkMod/Textures/wdn-door1.jpg
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